Download Latest Version LittleJS 1.29.0 - Normal Maps and Decals source code.zip (8.0 MB)
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LittleJS-1.27.0.zip 2026-10-09 2.8 MB
LittleJS 1.27.0 - One-Way Platforms, Light Cones and Cloud Saves source code.tar.gz 2026-10-08 7.1 MB
LittleJS 1.27.0 - One-Way Platforms, Light Cones and Cloud Saves source code.zip 2026-10-08 7.8 MB
README.md 2026-10-08 3.0 kB
Totals: 4 Items   17.7 MB 4

New Demos

  • Platform Physics - Platforms you jump up through and drop down from, a one way door, a lift, a crate to push, a bouncy ball and an ice floor
  • Light System - Now with a swinging searchlight cone
  • Light Shadows - The mouse light now shines through a window of colored panes

New Changes

  • 2D light cones and gels: light.coneAngle makes a light a cone, like a flashlight or a car's headlights, turning with the light, and light.gel is a picture the light shines through, so one light can be a car's headlights and tail lights; shadows still fall through both
  • One way collision: layer.setOneWay(tile, direction) makes a tile a platform you jump up through and land on, or one way in any direction, and it turns and mirrors with the tile's art; objects, particles and raycasts all follow it, and a solid object's oneWay does the same for moving platforms
  • Swept bullets: obj.isBullet moves a small fast object along a ray, so it never passes through a wall at any speed, and collideWithTile sees it right where it hits; the platformer's bullets use it
  • Cloud saves on Newgrounds and Wavedash, the same on both: cloudSave(slot, data) and cloudLoad(slot), which tells an empty slot (null) from a load that failed (undefined) so a game never saves over a save it could not load; Wavedash stats and presence, and Newgrounds events. The Wavedash calls are tested on Wavedash; the Newgrounds ones are built from its API docs and not yet tried on the site

Fixes

  • A light pass or tile layer redraw whose callback throws hands back the screen, where a game that caught the error went on drawing into the lightmap or the layer
  • A shader disposed before its first draw is let go of, and a 3D particle callback that changes a particle's age or life time keeps the change
  • An object of no size is no longer held to the speed cap by solid collision it never has
  • 3D level editor: a scale drag keeps a mirrored axis mirrored, a turned object lands and pastes by its turned box, and opening the editor lets go of a mouse the game captured

Check out the latest on GitHub to see everything we've been working on!

lightShadows lightSystem platformPhysics

Source: README.md, updated 2026-10-08